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D3D9: Correct shader bounds apply.
Also, use triangle strip like D3D11.
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@ -320,14 +320,14 @@ public:
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static const Pos pos[4] = {
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{-1, 1, 0},
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{ 1, 1, 0},
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{ 1, -1, 0},
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{-1, -1, 0},
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{ 1, -1, 0},
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};
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static const UV uv[4] = {
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{0, 0},
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{1, 0},
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{1, 1},
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{0, 1},
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{1, 1},
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};
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for (int i = 0; i < 4; ++i) {
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@ -354,25 +354,25 @@ public:
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const float left = u1 * invHalfWidth - 1.0f + xoff;
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const float right = u2 * invHalfWidth - 1.0f + xoff;
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const float top = v1 * invHalfHeight - 1.0f + yoff;
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const float bottom = v2 * invHalfHeight - 1.0f + yoff;
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const float top = (bufferH_ - v1) * invHalfHeight - 1.0f + yoff;
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const float bottom = (bufferH_ - v2) * invHalfHeight - 1.0f + yoff;
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float z = 0.0f;
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// Points are: BL, BR, TR, TL.
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verts_[0].pos = Pos(left, bottom, z);
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verts_[1].pos = Pos(right, bottom, z);
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verts_[2].pos = Pos(right, top, z);
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verts_[3].pos = Pos(left, top, z);
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verts_[0].pos = Pos(left, top, z);
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verts_[1].pos = Pos(right, top, z);
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verts_[2].pos = Pos(left, bottom, z);
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verts_[3].pos = Pos(right, bottom, z);
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// And also the UVs, same order.
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const float uvleft = u1 * invWidth;
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const float uvright = u2 * invWidth;
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const float uvtop = v1 * invHeight;
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const float uvbottom = v2 * invHeight;
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verts_[0].uv = UV(uvleft, uvbottom);
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verts_[1].uv = UV(uvright, uvbottom);
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verts_[2].uv = UV(uvright, uvtop);
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verts_[3].uv = UV(uvleft, uvtop);
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verts_[0].uv = UV(uvleft, uvtop);
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verts_[1].uv = UV(uvright, uvtop);
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verts_[2].uv = UV(uvleft, uvbottom);
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verts_[3].uv = UV(uvright, uvbottom);
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// We need to reapply the texture next time since we cropped UV.
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gstate_c.Dirty(DIRTY_TEXTURE_PARAMS);
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@ -396,7 +396,7 @@ public:
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D3DVIEWPORT9 vp{ 0, 0, (DWORD)renderW_, (DWORD)renderH_, 0.0f, 1.0f };
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device_->SetViewport(&vp);
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HRESULT hr = device_->DrawPrimitiveUP(D3DPT_TRIANGLEFAN, 2, verts_, (3 + 2) * sizeof(float));
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HRESULT hr = device_->DrawPrimitiveUP(D3DPT_TRIANGLESTRIP, 2, verts_, (3 + 2) * sizeof(float));
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if (FAILED(hr)) {
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ERROR_LOG_REPORT(G3D, "Depal render failed: %08x", hr);
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}
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